From f58afe49c0e171cffdee43de52c7fa9be0116458 Mon Sep 17 00:00:00 2001
From: Blixibon
+ +
-Mapbase uses radial fog, a fog calculation method which draws fog radially and doesn't change as you rotate the camera, unlike planar fog. It was introduced in Left 4 Dead and has been used in all Valve games ever since. Mapbase used Half-Life 2: Downfall's repo as a guide for porting the involved shader code from the Alien Swarm SDK. +Mapbase uses radial fog, a fog calculation method which draws fog radially and doesn't change as you rotate the camera. Normally, Half-Life 2 still uses "planar" fog, which is calculated as a plane and changes as you rotate the camera. You could often see past it by rotating the camera and looking at the edge of your screen. + +Radial fog was introduced in Left 4 Dead and has been used in all Valve games ever since. Mapbase used Half-Life 2: Downfall's repo as a guide for porting the involved shader code from the Alien Swarm SDK. Warning: Radial fog requires materials to use custom shaders. See [Shader changes](Shader-changes) for more information. @@ -49,7 +54,7 @@ Fun fact: This was originally implemented by accident. -"Brush phong" is phong reflections on brush shaders, like `SDK_LightmappedGeneric`. It highlights regions of a face when lit by a projected texture. This effect originated from City 17: Episode One. +"Brush phong" is phong reflections on brush shaders, like `SDK_LightmappedGeneric`. It highlights regions of a face when lit by a projected texture. This effect originated from City 17: Episode One and you could find more information on [their ModDB page](https://www.moddb.com/mods/city-17-episode-1). Warning: Brush phong requires materials to use custom shaders. See [Shader changes](Shader-changes) for more information.